As discussed previously, I've been thinking about creating some new spells to flesh out the spell list for a hypothesised elementalist magic-user sub-class. Firstly I want to focus on the ability of the elementalist to summon and control elemental creatures, which I think would make for a fantastic and pretty unique class. I've got plenty of ideas for a full range of summoning spells from 1st to 9th level, and some new creatures which can be summoned. Here are the first two spells in the series, starting at the high-end -- 9th level, to give a glimpse of the sort of deeds a master elementalist may be capable of.
The rest of this post is designated Open Gaming Content according to the Open Gaming License.
Cast in the presence of a summoned djinni or efreeti, this spell forces the creature to grant the caster a single wish (as the 9th level magic-user spell). The creature cannot deny the caster's demand, but will always attempt to twist the intent of the wish by fulfilling it to the letter. Once the wish has been granted, the summoned creature is released and has a 50% chance of returning to its home plane and a 50% chance of immediately attacking the caster. The granted wish itself cannot be used to prevent the possibility of the summoned creature attacking the caster.
Pact of Brass
Duration: 101 days
This powerful spell allows a caster to bind a summoned efreeti into service for 101 days, as detailed in the creature's description. The efreeti must first be summoned with another spell or magic item. The binding of the pact also requires the caster to prepare two brass amulets - one which he must wear and one to be worn by the efreeti. These amulets must be inscribed with magical writing, and cost at least 4,000gp each. The power of the spell is such that the summoned efreeti cannot deny the pact and must accept the wizard's amulet. Once the pact is made, it can only be broken if either of the amulets leaves its owner's possession. The bound efreeti cannot discard its amulet of its own accord, however, they are intelligent, chaotic and wily creatures, and often contrive ways to trick the caster to command them to do so, thus breaking the pact. If the pact is broken before its proper end, the efreeti is 90% likely to attack the wizard who bound it.
A wizard may only bind one efreeti to service at any one time.